diff --git a/' b/' deleted file mode 100644 index 4b87939..0000000 --- a/' +++ /dev/null @@ -1,1703 +0,0 @@ -# Chapter Two: Characters -Before playing Autonomous Garden, Players will have to make a character. If you -could live in this world, who would you want to be? Try to create a character -that you can immerse yourself in to explore the world thru. They might just be -a more idealized version of yourself or based of your favorite fictional -character. - -The player characters are the protagonists of the story that will be told by -playing the game. They are the players' link to the game world, as well has -their voice in the story. They don't need to be perfect, our world is not one -of perfection but one of change, something that good characters do over the -course of a story. So don't feel locked into the decisions you make in the -beginning. - -## Character Concept -Start off with your character decide on a general concept, this is usually a -job with a few adjectives, or maybe an established character with a slight -tweak. - -Concepts might change as players figure out what they want to play, and what -will work good in the same group and fit the setting and themes. It's on the -players to build characters that work well with and are willing to involve -themselves in the plot. - -## Defining Characters -The following questions proved a basic background that players may wish to use. -Players and Game Moderators can add more questions as they see fit. The answers -to these questions can get kind of long so it is advised to use a separate -sheet of paper for backgrounds. - -+ What is the character’s name and/or nickname? -+ What is the character’s gender and pronouns? -+ What is the character's race? -+ What is the character's age? -+ What is the character's religion and practice? -+ What is the character’s physical appearance? -+ What is the character’s occupation? -+ Which organizations does the character belong to? -+ What is the character’s lifestyle like? -+ Where is the character from? -+ Who are the character’s friends and rivals? -+ What is the character’s family like, and relationship? -+ Does the character's have romantic relationships? -+ Does the character know other PCs and how? -+ Does the character have any secrets? - -## Goals -Goals tell us what a character wants to achieve. These might be based on that -character's beliefs, motivation, or backstory. Motivations will help characters -gain [plot points](#plotPoints) - -These goals shouldn't be something that is so simple that it is -achievable in a single test, or so complex that it it would never get -done in the campaign. It can be something like defeating the antagonist but -but will usually be more personal, like asking out an NPC the character has had -a crush on for months. - -Decide on one of each of the following: -A short term goal, something achievable in a session. -A long term goal, something achievable by the end of the campaign. -A community goal, something that your community is working towards. - -## Values -A character's values will influence their decisions. These are the reasons why -a character does what they do. If used correctly they will help build a strong, -dynamic character. - -Two characters might share the same goal but their values will tell you how -they might go about achieving those goals. - -Pick 3-5 values - -+ Achievement -+ Adventure -+ Aesthetic -+ Autonomy -+ Caring -+ Challenge -+ Change and Variety -+ Competition -+ Cooperation -+ Creativity -+ Ecological stability -+ Economic security -+ Excitement -+ Family happiness -+ Free Time -+ Freedom -+ Friendship -+ Health -+ Help others -+ Inner harmony -+ Integrity -+ Intellectual status -+ Knowledge -+ Leadership -+ Leisure -+ Location -+ Loyalty -+ Pleasure -+ Power -+ Precision -+ Responsibility -+ Recognition -+ Stability -+ Social Justice -+ Spirituality -+ Wealth -+ Wisdom - -## Moreaus -Moreaus are genetically engineered human and other animal hybrids. The result -of a black project dating back to at least the cold war, Moreaus were created -to be super soldiers and used in places that drones couldn't go without loss of -human life. Before birth the fetus has animal DNA grafted onto it's own which -causes significant animal characteristic. They are rare but still common enough -that people know about them. - -## Attributes -The broadest strokes of what a character is good at are displayed in their -attributes. All characters have the same 8 basic attributes that cover their -physical and mental abilities. Athletic characters will usually have higher -Body while social characters will have higher charisma. - -### Picking Attributes -Players are given a number of Attribute Points(APs) to purchase all the -attributes that define their character. The cost of any attribute is listed -next to the rating, a negative rating will refund a number a APs. Any APs left -over can be used to buy more [Plot Points](#plotPoints) on a one for one -basis. - -Your average Joe off the street has 0 APs, enough for 0s in all attributes. -Player characters are above average, they have 30 APs. And finally Major NPCs -have 50 APs. - -Average Joe | PC | Major NPC -:---: | :---: | :---: -0 | 30 | 50 - -Rating | Cost | Description | Deadlift -:---: | --- | --- | --- -+5 | 30 | Amazing | 180 kg -+4 | 30 | Super Human | 140 kg -+3 | 30 | Human Limit | 115 kg -+2 | 20 | Highly Developed | 95 kg -+1 | 10 | Above Average | 80 kg - 0 | 0\* | Average Adult | 70 kg --1 | -5\* | Below Average | 60 kg --2 | -10\* | Undeveloped | 50 kg --3 | -15\* | Human Minimum | 40 kg - -\*increases an attribute to this level with experience points costs a flat 5 -points. - -The deadlift column shows the maximum weight that can be deadlifted and carried -a few paces based on the character's body attribute. Thus, a character with a -+2 Body can heft around 95 kg and stagger for a few steps before running into -difficulty. A mass equal to half the deadlift capacity can be held above the -head and a mass double the deadlift capacity can be dragged along. - -### Quick Attribute Set -To move the character process along, players can choose to just pick out -attributes instead of tracking the costs themselves. For a quick set of -attributes characters can take a single +2, three +1s, two 0s, and two -1s. -This comes out being the standard 30 points. - -### Agility -Agility measures the character's hand eye coordination, dexterity, and -reflexes. - -**Fumbles:** Character stumbles or trips, bumps into something, or drops what they're -holding. - -### Body -Body measures the character’s speed, constitution, and physical might. - -**Fumbles:** Character pulls a muscle(flesh bruise), overdose, or pass out. - -### Charisma -Charisma measures the character’s charm, grace, and likability. - -**Fumbles:** Character coughing fit, forget an important detail, or stumble words. - -### Intuition -Intuition measures the character's ability to perceive the world thru non -physical means. - -**Fumbles:** Character gets distracted, misinterprets symbolism, falls asleep. - -### Logic -Logic measures the character's ability to use linear reasoning to reach a -conclusion. - -**Fumbles:** Character comes up with a dangerously wrong solution, or breaks -device. - -### Manipulation -Manipulation measures the character’s ability to convince, deceive, and gaslight. - -**Fumbles:** Character upsets other person reducing disposition, someone -contradicts the character. - -### Perception -Perception measures the character’s senses, alertness, and attentiveness. - -**Fumbles:** Character gets distracted, misinterprets important detail, -equipment malfunction. - -### Psyche -Psyche measures the character's mental health, willpower, and feelings. - -**Fumbles:** Character can't resist, gives into temptation, or too afraid to act. - -## Skills -Skills measure a characters expertise in a specific area. Where as Attributes -measure general proficiencies, Skills are more specific. Skill levels range -from 0-5, and determine the number of six sided dice rolled in a skill test. - -This list doesn’t cover every possible Skill a character could have, but rather -those that are used most commonly in play. Players and GMs can come up with -additional Skills and applications, as needed for their game. - -### Picking Skills -Player characters receive 30 Skill Points(SPs) to spend on their skills and -specializations. -When creating a Player Character skills can not start out higher than level 3, -and require a *specialization* before they can be increased beyond level 3. - -Average Joe | PC | Major NPC -:---: | :---: | :---: -20 | 30 | 50 - -Level | Cost | Training quality | Description -:---: | :---: | --- | --- -0 | 0 | Untrained | Little to no skill -1 | 2 | Hobbyist | Amateur or basic training -2 | 4 | Professional | Average qualified person -3 | 6 | Expert | Years of experience -4 | 8 | Elite | Well known in their field for their skill -5 | 10 | Legendary | Known to the general pubic for their skill -- | 2 | Specialization | Specific field of knowledge in a skill - -### Quick Skill Set -To move the character process along, characters can choose to just pick out -skills instead of tracking the costs themselves. For a quick set of skills, -characters can take one skill at lvl 3, three skills at lvl 2, and six skills -at lvl 1. This totals the standard 30 points. - -### Skill Specialization -A skill specialization gives more detail about a characters' skills. They -improve the skill level by 1 under certain circumstances and allow a character -to ignore the mishap associated with fumbling. Characters may have more than -one specialization in a skill but the bonuses do not stack. - -Each skill specialization costs 2 skill points. A Specialization must be chosen -before a character can advance past level 3 in a skill. - -### Skill Descriptions -This section contains a description of the skill and other details. - -**Attributes:** Examples of which attributes are used for a task. - -**Specializations:** Examples of Specializations for the skill. - -**Possessed by:** Examples of characters who have the skill. - -#### Astralmancy -**Attributes:** Psyche (Casting spells), Perception (observations) -**Specializations:** Specific spell -**Possessed by:** Parapsychologists, Magicians, Psychics - -The Astralmancy Skill is the ability to control ones consciousness and the -spirit world. - -#### Athletics -**Attributes:** Agility (grabbing items), Body (physical activities), Logic -(evaluating moves), Perception (throwing items) -**Specializations:** Break Fall, Climbing, Swimming, Throwing -**Possessed by:** Athletes, Sports Enthusiasts, Soldiers - -The athletics skill is the ability to sports and general physical activities. -This includes knowledge of rules and regulations along with the physical -training. - -#### Awareness -**Attributes:** Perception (Physical senses), Logic (observation techniques) -**Specializations:** Ambushes, Specific sense, Wilderness -**Possessed by:** Researchers, Soldiers, Police, Investigators - -The Awareness Skill is the ability to perceive the presence of something. This -includes by any normal or psionic sense. This skill can also cover general -awareness, such as fine print on a contract. - -#### Biology -**Attributes:** Logic (reasoning), PER (observations) -**Specializations:** Evolution, specific kingdom, Ecology -**Possessed by:** Scientists, Permaculturists, Apothecaries - -The Biology skill is the knowledge of biologic organisms including plants, -animals, and fungi. - -#### Craft -**Attributes:** Intuition (abstraction creation), Logic (functional creation), Psyche (Narrative creation) -**Specializations:** Commercial, Specific sub-category, Forgery -**Possessed by:** Artist, Makers, Crafters - -The Craft Skill is the ability to create things, from visual art and useful -items all the way up to a building. - -#### Deception -**Attributes:** Manipulation (wits), Charisma (domination) -**Specializations:** Control, Seduction, Lying -**Possessed by:** Traders, Smugglers, Business people, Ambassadors - -The Deception skill is the ability to lie convincingly, convince others to go -along with their ideas, or seduce others. - -#### Defense -**Attributes:** Agility (using cover or dodging), Logic (techniques), Perception (spotting -defensive positions) -**Specializations:** Unarmed attacks, Melee attacks, Ranged attacks -**Possessed by:** Police, Rebels, Security - -The Defense Skill is the ability to avoid attacks against them, this could be -dodging melee and unarmed attacks or using cover to avoid bullets. - -#### Divination -**Attributes:** Intuition (Applications) -**Specializations:** Specific spell -**Possessed by:** Parapsychologists, Magicians, Psychics - -The Divination Skill is the ability to precieve the world thru non physical -senses, interpretate signs, and gain information that is otherwise unavaible. - -#### Electronics -**Attributes:** Agility (Drone Pilot), Logic (applications) -**Specializations:** Computers, Drones, Electronics -**Possessed by:** Researchers, Drone piolets, Hackers - -The Technology Skill is the ability to to use a design, maintain, and operate -computers, electronics, and drones. - -#### Evocation -**Attributes:** Psyche (Casting spells), Perception (observations) -**Specializations:** Specific spell -**Possessed by:** Parapsychologists, Magicians, Psychics - -The Evocation Skill is the ability to call upon and manipulate spirits. - -#### Firearms -**Attributes:** Logic (maintenance), Perception (attacking) -**Specializations:** Pistols, Rifles, SMGs -**Possessed by:** Military, Police, Rebels - -The Firearms Skill is ability to use firearms such as pistols, rifles, and -submachine guns. The Skill includes basic knowledge of the maintenance -procedures. - -#### Geoscience -**Attributes:** Logic (reasoning), Perception (observations) -**Specializations:** Geology, Climatology, Oceanography -**Possessed by:** Scientists, Ecologists, Permaculturists - -The Geoscience skill is the knowledge of the planet earth. - -#### Humanities -**Attributes:** Intuition (creating), Logic (reasoning) -**Specializations:** Various Fields of Study -**Possessed by:** Professors, Students, Researchers - -The Humanities skill is the ability to deal with the Social Sciences: -Anthropology, Economics, History, Law, Linguistics, Sociology, Political -Science, Philosophy, or Psychology. - -#### Insight -**Attributes:** Psyche (empathy), Perception (reading body language) -**Specializations:** Emotions, Lies, Motivations -**Possessed by:** Social workers, Business people, Ambassadors - -The Insight skill is the ability to read peoples emotions and motivations. - -#### Intimidation -**Attributes:** Body (physical intimidation), Charisma (domination), Manipulation (wits) -**Specializations:** Threats, Interrogation, Goading -**Possessed by:** Cops, Business people, Politicians - -Intimidation is used for coercing people thru fear to get what one wants. It -doesn't change their minds, but it can change their behavior. - -#### Investigation -**Attributes:** Logic (applications) -**Specializations:** Searching, Surveillance, Forensics -**Possessed By:** Police, Hackers, Investigators - -The Investigation Skill allows the character to collect information, put -together clues, and solve mysteries. - -#### Mechanics -**Attributes:** Logic (applications) -**Specializations:** automotive, bicycle, hvac, explosive -**Possessed by:** Mechanics, cyclists, repair people - -The Mechanics Skill is the ability to to use a design, maintain, and operate -mechanical devices, and use explosives. - -#### Medicine -**Attributes:** Logic (applications), Perception (observations) -**Specializations:** Combat, Neurology, Forensics, Toxicology -**Possessed by:** Soldiers, Medics, Acupuncturists - -The Medicine skill is the ability to diagnose and treat various medical -conditions, diagnose diseases, perform surgery, or stabilize wounds. - -#### Melee -**Attributes:** Agility (attacking), Logic (evaluating moves) -**Specializations:** Knives, Clubs, Fencing -**Possessed by:** Martial Artists, Police, Soldiers - -The Melee skill is the ability to fight using close combat weapons. - -#### Negotiation -**Attributes:** Manipulation (wits), Charisma (domination) -**Specializations:** Bartering, Mediating, Persuasion -**Possessed by:** Traders, Smugglers, Business people, Ambassadors - -The Negotiation skill is the ability to use charm, and careful arguments to -change minds and influence behavior. - -#### Performance -**Attributes:** Charisma (acting), Intuition (creative process), Logic (techniques) -**Specializations:** Improvised, Performance, Genre -**Possessed by:** Sophisticates, Professionals, Youth - -The Performance Skill is the ability that covers all aspects of live or -recorded performance. This includes the ability to produce, direct, act or -otherwise work in these media. - -#### Physics -**Attributes:** Logic (practical uses), Perception (observations) -**Specializations:** Mathematics, Mechanical, Chemistry -**Possessed by:** Physicists, Electricians, Chemists - -The Physics skill is the knowledge of the physical forces of the universe. - -#### Pilot -**Attributes:** Agility (control), Logic (using onboard systems) -**Specializations:** Ground, Air, Boats, Space -**Possessed by:** Combat Crew, Joe Average, etc. - -The Pilot Skill is the ability to control the movements of vehicles. While many -characters will know how to drive they usually don't have to do anything -extreme, which is what this skill covers. - -#### Restoration -**Attributes:** Psyche (Casting spells), Perception (observations) -**Specializations:** Specific spell -**Possessed by:** Healers, Magicians, Psychics - -The Restoration Skill is the ability to heal physical and mental damage. - -#### Security -**Attributes:** Logic (defeating digital locks), Perception (defeating mechanical locks) -**Specializations:** Physical, Digital -**Possessed by:** Hackers, Burglars, OPSEC - -The Security skill is the knowledge of physical, and digital security systems. - -#### Stealth -**Attributes:** Agility(sneaking), Intuition(hiding) -**Specializations:** Specific terrain type, Nighttime, Winter -**Possessed by:** Military, Rebels, Scavengers - -The Stealth skill is the ability to remain undetected. - -#### Streetwise -**Attributes:** Charisma (interactions) -**Specializations:** Black Market, Organized Crime, Rumors -**Possessed by:** Drug dealer, Undercover cop, Urban Residents - -The Streetwise skill is the ability to interact with the underworld and -streets. This can be obtaining illegal items or services, and find out out -information through non standard means. - -#### Survival -**Attributes:** Logic (applications), Perception (Navigating) -**Specializations:** Foraging, Hunting, Shelter -**Possessed by:** Soldiers, Rebels, Survivalists - -The Survival skill is the ability to survive wilderness environments. This -includes hunting, making a shelter, finding and purifying water, navigating, -and foraging for food. - -#### Unarmed -**Attributes:** Agility (Blocking), Body (attacking), Logic (evaluating moves) -**Specializations:** Striking, Grappling, Tripping, throwing -**Possessed by:** Martial Artists, Military, Rebels - -The unarmed skill is the ability to fighter using nothing but their body. -Characters without the unarmed skill can only deal bruising damage. - -#### Wrangle -**Attributes:** Agility(riding), Psyche (training), Logic (animal care) -**Specializations:** Specific animal, Training, Herding -**Possessed by:** Horseback riders, Permaculturists, Veterinarians - -The Wrangle skill is the ability to care for, ride, and train animals. This can -include signs of disease, but the Medicine skill is still needed to treat the -disease. - -## Traits -Traits provide extra detail for characters that don't map well to attributes -and skills, or define useful social relationships. Traits are broken up into -two groups, *Perks* and *Flaws*, Perks being positive Traits while Flaws being -negative. - -Each Perk *costs* a certain amount of Trait Points (TPs) and each Flaw -*refunds* a certain number of TPs. Perks and Flaws can also be acquired later -on during the game, either by role play or bought during [downtime](#downtime). -Any unspent Trait Points can be spent on [Wealth](#wealth) or [Plot -points](#plotPoints). - -Player Characters receive 5 trait points to spend on perks, they can take up to -7 points of flaws to gain additional points to spend. - -Average Joe | PC | Major NPC -:---: | :---: | :---: -0 | 5 | 10 - -### Perk List -Name | TP Cost ---- | :---: -Accelerated Healing | 4 -Ally | 3-7 -Ambidextrous | 2 -Animal Companion | 2-8 -Animal Kinship | 3 -Anonymity | 2/Rank -Common Sense | 4 -Contact | 2 -Cool Under Pressure | 3 -Double Jointed | 3 -Fake Identity | 3 per -Familiar | 1+ -Fast | 2/Rank -Forgettable | 3 -Helpful | 3 -Influence | 2/Rank -Immunity | 1 -Inheritance | 2/Rank -Language | 1 per -Perfect Pitch | 3 -Photographic Memory | 3 -Quick Draw | 3 -Radiation Resistance | 2 -Military Rank | 2/Rank -Safe House | 2+ -Sense of Direction | 1 -Sense of Time | 1 -Strong Immune System | 3 -Subordinates | 1+ -Toughness | 3 -**Psi Perks** | -Animal Communication | 5 -Astral Projection | 6+ -Aura sight | 3 -Channeling | 4 -Clairsentience | 5 -Empathy | 5 -Hunch | 4 -Ghost Sight | 4 or 6 -Precognition | 7 -Psychokinesis | 3-5 -Psychometry | 7 -Telepathy | 8 or 12 -Wraith Sight | 2 - -### Perk descriptions - -#### Accelerated Healing -**Cost:** 4TP -The character [recovers](#recovery) from wounds 25% faster than normal. - -#### Ally -**Cost:** 3-7TP/Per -The character knows someone who is willing to help the character even in dire -circumstances. They wont usually ask for much in return. This can be an -individual, organization, community, etc. - -#### Anonymity -**Cost:** 2TP per rank max 3 -The character lives off grid, pays in cash, avoids social media etc. -Investigation tests against the character suffer a -1 penalty per rank. - -#### Ambidextrous -**Cost:** 2TP -The character can fully use either of their hands for any task, they never -suffer from an off hand penalty to tests. - -#### Animal Companion -**Cost:** 2-8TP -The character has a well trained and emotionally bonded pet, steed, or -companion. These companion stay by their caretaker's side instead of wondering -off and doing their own thing. - -Cost | Description -:--: | --- -1 | Small such as a house cat -2 | Medium such as a dog -4 | Large such as a bear -+1 | Untrainable -+2 | Basic training -+4 | Advanced training - -#### Animal Kinship -**Cost:** 3TP -The character is naturally gifted with animals, they receive a +1 bonus on -wrangle rolls to deal with animals, in addition wild animals are less likely to -attack them and may respond to basic commands. - -#### Common Sense -**Cost:** 4TP -The character is considerate of their actions. The Game Moderator will warn the -player if their action would be foolish. - -#### Contact -**Cost:** 2TP/Per -The characters knows someone who will provide information or a service to a -character, but they will not put themselves at risk. - -#### Cool Under Pressure -**Cost:** 3TP -The Character can always [take average](#testsWithoutRolls). - -#### Double Jointed -**Cost:** 3TP -The character can contort and flex their body in unusual ways, allowing the -character to fit into spaces half the size for someone of their build. This -also provides a +1 on tests to escape restrains unless special precautions are -taken. - -#### Fake Identity -**Cost:** 3TP/Identity -The character has an extra fully detailed life, this includes a place to live, -job, and identification. This extra identity is hard to trace back to the -character's main identity. The downside of this perk is that it requires time -to maintain. - -#### Familiar -**Cost:** 1 per 5 CP/SP/TP -The magician has a friendly spirit or a [servitor](#servitors), to help them -magickally. These spirits come instantly when summoned but may have something -they want in return. - -#### Famous -**Cost:** 1-7TP -The character well known, they may be an artist, athlete, or political figure. -Disposition of NPCs are likely to be higher based on the NPCs values. - -Rank | Description -:---: | --- -1 | Stand out in local community -2 | Known throughout your town/city -3 | Known provincially -4 | Known nationally -5 | Famous in multiple countries -6 | Well know on multiple continents -7 | World famous - -#### Fast -**Cost:** 2/Rank, max of 4 ranks -The character gains +5 to their sprint speed per rank. Adjust run speed -accordingly. - -#### Forgettable -**Cost:** 3TP -The Character is average build and height, unremarkable looks and run of the -mill dress. This causes the character's description to not really be remembered -well by other characters unless the character interacted with them for a while. - -#### Helpful -**Cost:** 3TP -The character is good at being able to help others, they can -[assist](#specialAction) others without having the relevant skill. - -#### Immunity -**Cost:** 1TP -The Character is immune to a single specific disease, drug, or poison in the story. - -#### Influence -**Cost:** 3TP/Rank max of 2 Ranks -The character has recognized privileges within a group. They gain a +1 to all -Charisma tests, throughout there area of influence. Areas of influence are -usually: business, media, military, and politics. - -The potential downside of influence is the character might become a target. - -#### Inheritance -**Cost:** 2TP/Rank -Inheritance is treated as an additional wealth rating. Because it is outside -of the character's income using Inheritance doesn't accrue debt but lowers the -Inheritance rating permanently. - -Rank | Value -:---: | --- -1 | Hundreds -2 | Thousands -3 | 10 Thousands -4 | 100 Thousands -5 | Millions -6 | 10 Millions -7 | 100 Millions -8 | Billions - -#### Language -**Cost:** 1TP/Language -The character knows an additional language beyond their native tongue, they can -read, write, and speak this chosen language. - -#### Military Rank -**Cost:** 2TP/Rank -The character is a member of the state military, or police force. They -generally have immunity for many consequences as the hand of the state. -The character has access to additional resources, and equipment. - -The downside of this perk is having to obey a strict hierarchy. - -Rank | Military Rank -:---: | :---: -1 | Enlisted -2 | Non-Comissioned Officer -3 | Junior Commissioned Officer -4 | Senior Commissioned Officer -5 | Flag Commissioned Officer - -#### Perfect Pitch -**Cost:** 2TP -The character can hear absolute pitch and know if an instrument is in tune. -They gain a +1 bonus to any musical or sound related test related to -identifying it. - -#### Photographic Memory -**Cost:** 3TP -The character has an ability to commit things they've seen, heard, or read -memory. Passwords can be memorized instant, page of information takes a round -etc. - -#### Quick Draw -**Cost:** 3TP -The character can draw an object as a free action. - -#### Radiation Resistance -**Cost:** 2TP -The character is more resistant than normal to radiation poisoning. They gain a -+1 bonus on body tests against radiation. - -#### Safe house -**Cost:** 2TP+ -The character has a place that is unattached to their identity, or has -some kind of security, making it a ideal place to hide out if needed. - -Cost | Example -:---: | ---- -2 | Small, such as basement apartment -3 | Average Size, Family home -4 | Large, Mansion -+1 | Location -+1 | Luxury -+1 | Secret Exit -+1 | Security System -+1 | Weapon cache -+1 | Work Equipment - -#### Sense of Direction -**Cost:** 1TP -The character has an internal compass. They always know where they are and seem -to not get lost. - -#### Sense of Time -**Cost:** 1TP -The character has an internal clock, and can accurately estimate how -much time passes from event to event. - -#### Strong Immune System -**Cost:** 3TP -The character's body is especially resistant to ailments. They gain a +1 on -body tests to resist drugs and toxins, and diseases. - -The downside to Strong immune system is that it also effects beneficial drugs. - -#### Subordinates -**Cost:** 1 per 5 CP/SP/TP -The character has a professionally bound servant. The subordinate should have a -developed identity, and condition of subordination. Example subordinates -include: servants, bodyguards, and assistants. - -The downside of this perk is that, subordinates don't always have perfect -loyalty. - -#### Toughness -**Cost:** 3TP -The character is tougher than normal. They gain +1 to their Flesh wound level and -adjust all other thresholds accordingly. - -#### Wealth -**Cost:** 4TP/rank -The character has access to money in a market economy. This can be cash on hand -or how good an investment a bank thinks they are, its also a recurring income. - -Rank | Credit -:---: | --- -10 | 100 Billions -9 | 10 Billions -8 | Billions -7 | 100 Millions -6 | 10 Millions -5 | Millions -4 | 100 thousands -3 | 10 thousands -2 | Thousands -1 | Hundreds -0 | Poverty - -### Psi descriptions -Psi abilities give a character access to special abilities that most people -don't have or even believe exist. They usually take the form an extra sense but -the user does usually have control over when they are active. Psi abilities can -become active at any point in someones life, common trigger events are -experiencing an ADE, being abducted by aliens, meditation, etc. - -All Psi abilities have the downside that everyone could think you have mental -health problems. - -#### Animal Communication -**Cost:** 5TP -The character is able to communicate with non-human animals. - -#### Astral Projection -**Cost:** 8TP -**Near Physical:** The character is able to shift their consciousness to leave -their body and freely travel around the near physical plane, they see things -mostly as they are normally except that furniture might be different, there -might be a new room in their house, or rarely other spirits. - -**Cost:** 10TP -**Dreaming:** -The character is able to shift their consciousnesses to where people do their -dreaming, it includes ones memory, imagination, and belief constructs. This -focus will reflect back ones own beliefs about what it really is. Everything -here including all inhabitants are part of the persons own mind. It's landscape -is malleable just like any lucid dream, because it is. - -**Cost:** 12TP -**Astral Plane:** The character is able to shift their consciousnesses to a -common area, where consciousnesses can interact. It contains all the Heavens, -Hells and everything in between. - -**Cost:** 14TP -**Eternity:** The character is able to shift their consciousnesses to a place -of pure subjective energy. There is no time here, no past, no present, no -future, it just is. - -#### Aura sight -**Cost:** 3TP -The character can see auras of other characters and magickal energy. The -initial action does don't require a roll but rolls may be required to utilize -any information gathered. - -#### Channeling -**Cost:** 4TP -The character is opened up in a way that allows ghosts to easily take over -their body. - -#### Clairsentience -**Cost:** 5TP -The character has extrasensory perception of an event, location, object, or -person. - -If the character also has Precognition they can see a remote even that -will happen in the future. - -#### Empathy -**Cost:** 5TP -The character can sense the emotions of others around them, in the way one -feels the wind or hears a sound. This doesn't tell the character what emotion -it is but the character can make an *Insight + Intuition* TN 3 test, to figure -it out. - -#### Hunch -**Cost:** 4TP -The character gets uncanny hunches, and the Game Moderator can allow the player -to make a creativity test whenever the character might get a burst of -inspiration even if there are no obvious clues. - -#### Ghost sight -**Cost:** 4TP -The character perceives the full spectrum of the near physical plane as normal. -Any spirits appear like any other person to the character. - -**Cost:** 6TP -The character perceives spirits but is aware that they are not physical. The -exact detail that discerns this is up to the player and Game Moderator. - -#### Precognition -**Cost:** 7TP -The character can sense future events of a location, object, or person as if -they were in the present while in physical contact with the subject of the -event. - -#### Psychometry -**Cost:** 7TP -The character gains sensory information about important evens that happened in -the objects presence while in physical contact with the object. - -#### Psychokinesis -**Cost:** 3-5TP -The character is able to move objects with their mind. The maximum weight of -object(s) is 1kg(3 TP), 2kg(4 TP), 3kg(5 TP). The character can throw objects -using Psyche instead of Body for range and power. - -#### Telepathy -**Cost:** 8TP -The character can focus to be able to send and receive surface thoughts and -images. - -**Cost:** 12TP -The character is able to probe a target for specific information in the -target's mind. - -#### Wraith Sight -**Cost:** 2TP -The character can see the apparition of recently dead characters that they were -close to. These apparitions do little more than let the character know that -they died. - -### Flaw List -Name | TP Refund ---- | :---: -Absent-minded | 4 -Addiction | Potency/4 -Animal Antipathy | 2 -Bad luck | 5 -Babyface | 1 -Beliefs | 1-3 -Bigot | 3 -Code of Honor | 1-4 -Curse | 2-5 -Dependency | Potency/4 -Faint of Heart | 1/Rank -Frail | 3 -Guardian | 5 -Impaired Sense | 1+ -Infamous | 1-7 -Lofty Goal | 3 -Medical Condition | 1-7 -Mistaken Identity | 1/Rank -Nemesis | 1 per 10 CP/SP/TP -Obligation | 1-3 -Secret | 2-3 -Slow healing | 4 -Wanted | 5 -Weak Immune System | 2 - -### Flaw descriptions - -#### Absent-minded -**Refund:** 4TP -The character forgets small details such as names, addresses, and codes. -In order to remember more than the character's own name and address they need -to make a TN 3 Logic test. - -#### Addiction -**Refund:** Potency/4 TP -The character has a physical addiction to a substance or activity. This could -be drugs, adrenaline, or tech, etc but they need it regularly. Anytime the -character misses a daily dose they need to make a Body test against (1/2 -Potency + 1). -Dangerous activities or tech have a TN of 5 and refunds 2 TP. - -MoS | Effect ---- | --- -<= -1 | Action penalty equal to MoS -<= -5 | Incapacitated for -(MoS) - 4 days -<= -9 | Life threatening fevers or convulsions for -(MoS) - 8 days -Fumble | Treat as MoS -9 - -#### Animal Antipathy -**Refund:** 2TP -The character is disturbing to animals. Domestic animals are treated as -unfriendly with the character and wild animals antagonistic. This flaw has no -effect on the character's animal companion if they have one. - -#### Bad luck -**Refund:** 5TP -The character is constantly plagued by bad luck. Once per session, the Game -Moderator can choose make the player roll as unskilled on a single test. - -#### Babyface -**Refund:** 1TP -The character looks a lot younger than they are, this might mean that they may -be on the receiving end of ageism and not allowed to do somethings or be -treated differently from their perceived youth. - -#### Beliefs -**Refund:** 1-3TP -The character has a non mainstream belief, that could cause ridicule. The only -upside is that characters may attract allies who share their beliefs. - -Cost | Example -:---: | --- -1 | They saw a local cryptid -2 | The earth is flat -3 | Aliens run the world from the shadows - -#### Bigot -**Refund:** 3TP -The character carries negative views about a group of people. No matter what -anyone tells them, they know that that group is lesser than them. - -**This flaw needs to be cleared with the GM and all players, and shouldn't be -used to excuse real world bigotory** - -#### Code of Honor -**Refund:** 1-4TP -The character has some kind of code or restrictive rules that they live by. The -player and GM should work out the details of this. - -#### Dependency -**Refund:** Potency/4 TP -The character has a mental dependency to a substance or activity. This could be -drugs, adrenaline, or tech, etc but they need it regularly. Anytime the -character is presented with their habit they must make a Psyche test against -(1/2 potency +1). If they fail and choose not to indulge they take an action -penalty. -Dangerous activities or adrenaline have TN of 5 and refunds 1 TP. - -MoS | Effect ---- | --- -<= -1 | -1 action penalty for 1 hour -<= -5 | -2 action penalty, reduces by 1 per hour -<= -10 | -3 action penalty, reduces by 1 per hour -Fumble | Treat as MoS -10 - -#### Faint of Heart -**Refund:** 1TP/Rank, max of 3 Ranks -The character has an aversion to blood and gore; anytime they see it they need -to make a body test against a Target Number of 2 + rank to avoid becoming -nauseous for the rest of the scene taking a -1 action penalty. - -#### Frail -**Refund:** 3TP -The character has a low pain Threshold, putting them out of commission on even -the lightest injuries. They take -1 to their flesh wound threshold and -recalculate their other thresholds accordingly. - -#### Guardian -**Refund:** 5TP -The character has to take care of someone, who keeps getting caught up in the -plot, and often targeted by the antagonists for their association with the -character. - -#### Impaired Sense -**Refund:** 1TP -The character has a lower than average basic sense(hearing, sight, smell/taste, -touch), subtle sensations become hard to make out and the character will suffer a --1 penalty to all Perception tests with that sense if they don't have an -appropriate device to assist them. - -Characters who are blind or deaf long term develop coping techniques that allow -them to participate. - -Cost | Effect -:---: | --- -1 | -1 to Perception tests with sense, unless using an aiding device -2 | -1 to Perception tests with sense -2 | Character cant perform actions that require sense, but it is curable -8 | Character cant perform actions that require sense - -#### Infamous -**Refund:** 1-7TP -The character has a bad reputation, whether they deserve it or not. Disposition -of NPCs are likely to be lower based on the NPCs values. - -Rank | Description -:---: | --- -1 | Stand out in local community -2 | Known throughout your town/city -3 | Known provincially -4 | Known nationally -5 | Infamous in multiple countries -6 | Well know on multiple continents -7 | World infamous - -#### Lofty Goal -**Refund:** 3TP -The character has a powerful, all consuming goal to which they are dedicated to -the point of obsession. The player and Game Moderator should define this goal, -making sure that it is largely unattainable, giving the character a strong -motivation. This is mostly a roleplaying Flaw, but Game Moderators may request -Psyche tests if a character wishes to do something that would hinder reaching the -goal (such as letting a bad guy go free to help a friend). - -#### Medical Condition -**Refund:** 1-7TP -The character has some illness or medical condition that needs to be treated -regularly. - -Total up the cost from the following table based on the Frequency and Severity -of the symptoms. - -Refund | Description -:---: | --- - | **Frequency** -0 | Specific circumstance or environment -1 | Few times a month -2 | Few times a week -3 | Daily - | **Severity** -1 | -1 to actions -2 | Flesh wound -3 | Deep wound -4 | Death - -#### Mistaken Identity -**Refund:** 2TP -The character looks similar in description to someone else. These situations -can be awkward or even dangerous, especially if the character's "twin" has a -bed reputation or is wanted for a crime. - -#### Nemesis -**Refund:** 1TP/Per 10 CP/SP/TP -The character has enemy who is out to get them. The player and GM should -workout how the rivalry started and how far the characters are willing to take -it. The cost depends on how strong the Nemesis is. - -#### Obligation -**Refund:** 1-3TP -The character is has something they need to do on the regular. The cost is -based on how hard and often it must be done. - -Cost | Example -:---: | --- -1 | Easily finished or monthly -2 | Moderate difficulty, or once every week or 2 -3 | Difficult or dangerous task, Multiple times a week - -#### Secret -**Refund:** 2-3TP -The character has a secret that they wish to keep hidden. This could be -something embarrassing or more serious. - -#### Slow healing -**Refund:** 4TP -The character heals takes 50% longer to heal. - -#### Wanted -**Refund:** 5TP -The character is activity being searched for by an armed organization. The -character's usual hangouts are being monitored. The player and GM should -workout the details of the organization and why they're pursuing the character. - -#### Weak Immune System -**Refund:** 2TP -The character's body is especially weak to ailments. They suffer a -1 on -body tests to resist drugs and toxins, and diseases. - -The upside to Weak Immune System is that it also effects beneficial drugs. - -## Secondary Attributes -Secondary Attributes are labeled that way because they are not selected like -the basic Attributes, but are derived on the latter. They represent facets of -the character’s physical abilities but are never rolled. - -The character’s Secondary Attributes are calculated using the following -formulas. Although the formulas appear involved, most of them are simply an -addition of a number to a multiple on an Attribute. All secondary attributes -have a minimum value of 1. - -Attribute | Formula ---- | --- -**Wound Threshold** | -Flesh Wound Level | 3 + Body -Deep Wound Level | 2x Flesh Wound Level -Critical Wound Level | 2x Deep Wound Level -**Movement Rates** | -Walk | 10m per round -Run | 1/2 Sprint speed, rounded up to nearest increment of 5 -Sprint | 30 + 5x Body - -### Wound Levels -Wound levels represent how much damage a character can take before becoming -injured. If damage dealt does not beat the flesh would level it does no damage -worth recording but it still hurts the Character. - -**Flesh wound:** Half 3 + Body - -**Deep wound:** Double Flesh Wound - -**Death:** Tripple Deep Wound - -### Movement Rates -There are a few movement rates the characters have, however for simplicity some -of them are not shown on character sheets. - -**Crawl:** 5m per round. - -**Walk:** 10m per round. - -**Run:** 15 + 5x Body per round. - -**Sprint:** 30 + 10x Body per round. - -## Plot Points -Eventually protagonists will be down on their luck, but for the story to go on -something needs to happen outside the normal rules, that's where *Plot Points* -come in. Plot points are a pool of resource for players to have more narrative -agency in game, while still giving challenge to their characters. Points are -spent on various effects listed below. - -Newly created Player characters start with 3 Plot Points and will gain 1 for an -especially good narration. Antagonists can use PPs as well, though in general -henchmen shouldn’t. - -Average Joe | PC | Minor Antagonists | Major Antagonists -:---: | :---: | :---: | :---: -0 | 3 | 1-3 | 5+1/PC - -### Deus Ex Machina -**Cost:** 3 PP -When the group is in a no win situation, something happens to save the day. -Such as an unknown faction appearing to distract the antagonists. - -### Emergency Dice -**Cost:** 1-5 PP -For each plot point add a die to a single test. - -### Donate Point -**Cost:** 1+donated PP -The charcter donates some of their plot point(s) to another character if they -don't have enough. - -### Downgrade Wound -**Cost:** 3 per Wound Level PP -When taking a wound something lucky happens, the character's clothing absorbs -the flames, bullets deflect off something, etc. Wounds are downgraded by wound -level, if a wound is reduced below a flesh wound it's negated. - -### Immediate Action -**Cost:** 1 PP -the character gains a free action, that does not count towards penailites which -can interrupt other character's actions. - -### Malfunction -**Cost:** 2 PP -A specific device stops working for a short period of time. - -### Reroll -**Cost:** 2 PP -The player chooses wether thier own or another NPC rerolls their dice. The new -result is the one that counts. - -## Equipment -Characters are assumed to have transportation, a place to live, enough money to -pay the bills, and any equipment necessary for their job. The exact specifics -will vary by profession and are up to the player and GM to work out. - -## Example Characters - -### Anish Kumar - -**Gender:** Man He/Him -**Race:** South East Asian -**Age:** 28 -**Religion:** Practicing Hindu -**Occupation:** Community Worker -**Goals:** Find romance -**Values:** Inner harmony, Caring, Loyalty - -**Attributes** -Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | -1 || Body | 0 || Charisma | 0 || Intuition | -1 -Logic | +1 || Manipulation | +2 || Perception | 0 || Psyche | 0 - -**Skills** -Skill | Lvl ---- | :---: -Awareness | 2 -Deception | 1 -Defense | 1 -Humanities | 2 -Insight | 2 -Medicine | 1 -Negotiation | 3 -Streetwise | 1 -Unarmed | 1 -Wrangle | 1 - -**Perks** -Cool Under Pressure, Language(Spanish) - -**Wound Levels** -Flesh 3, Deep 6, Death 12 - -**Movement** -Walk 10, Run 15, Sprint 25 - -**Equipment** -Restraints, Smart phone, First Aid Kit - -### Bobbie Chalakatha - -**Gender:** Enby They/Them -**Race:** Native American -**Age:** 23 -**Religion:** Questioning atheist -**Occupation:** Musician -**Goals:** Find out the fate of sister -**Values:** Aesthetic, Family happiness, Freedom - -**Attributes** -Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | 0 || Body | -1 || Charisma | +1 || Intuition | +2 -Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | -1 - -**Skills** -Skill | Lvl ---- | :---: -Awareness | 2 -Craft | 1 -Deception | 1 -Defense | 1 -Electronics | 1 -Insight | 2 -Negotiation | 1 -Performance | 3 -Streetwise | 1 -Unarmed | 1 - -**Perks** -Perfect Pitch, Ambidextrous - -**Wound Levels** -Flesh 3, Deep 6, Death 12 - -**Movement** -Walk 10, Run 15, Sprint 25 - -**Equipment** -Smart phone, Muscial instrument - -Weapon | DM | ACC | Range | Mag | Traits ---- | :---: | :---: | :---: | :---: | :---: -Knife | 1+BOD | 0 | 5+BOD | - | - -### Isabel Maldonado - -**Gender:** Woman She/Her -**Race:** Latino -**Age:** 37 -**Religion:** Serious Pagan(Baphomet) -**Occupation:** Psychologist -**Goals:** Better herself -**Values:** Responsibility, Leisure, Inner harmony - -**Attributes** -Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | -1 || Body | -1 || Charisma | 0 || Intuition | +1 -Logic | +1 || Manipulation | 0 || Perception | 0 || Psyche | +2 - -**Skills** -Skill | Lvl ---- | :---: -Astralmancy | 2 -Awareness | 1 -Biology | 1 -Evocation | 2 -Insight | 1 -Investigate | 1 -Negotiation | 2 -Divination | 3 -Survival | 1 -Wrangle | 1 - -**Perks** -Familiar - -**Wound Levels** -Flesh 3, Deep 6, Death 12 - -**Movement** -Walk 10, Run 15, Sprint 25 - -**Equipment** -Backpack, Sleeping bag, Tent - -Weapon | DM | ACC | Range | Mag | Traits ---- | :---: | :---: | :---: | :---: | :---: -Knife | 1+Body | 0 | 5+Body | - | - -**Servitor** -Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | - || Body | - || Charisma | 0 || Intuition | +1 -Logic | +0 || Manipulation | 0 || Perception | 0 || Psyche | +1 - -**Skills** -Skill | Lvl ---- | :---: -Astralmancy | 1 -Awareness | 1 -Insight | 1 -Investigate | 1 - -**Flaws** -Frail - -**Wound Levels** -Flesh 3, Deep 6, Death 12 - -**Movement** -Walk 10, Run 15, Sprint 25 - -### Joeanna Carlson - -**Gender:** Women She/Her -**Race:** White -**Age:** 27 -**Religion:** non practicing Christan -**Occupation:** Self defense trainer -**Goals:** Protect their community -**Values:** Achievement, Health, Recognition - -**Attributes** -Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | +1 || Body | +2 || Charisma | 0 || Intuition | -1 -Logic | 0 || Manipulation | -1 || Perception | +1 || Psyche | 0 - -**Skills** -Skill | Lvl ---- | :---: -Athletics | 2 -Awareness | 2 -Defense | 2 -Humanities | 1 -Intimidate | 1 -Medicine | 1 -Melee | 1 -Negotiation | 1 -Stealth | 1 -Unarmed | 3 - -**Perks** -Toughness - -**Wound Levels** -Flesh 5/6, Deep 10/11, Death 20/21 - -**Movement** -Walk 10, Run 20, Sprint 40 - -**Equipment** -Leather Jacket(+1), First aid kit, XSTAT, Flashlight, Rope - -Weapon | DM | ACC | Range | RoF | Mag ---- | :---: | :---: | :---: | :---: | :---: -Knife x2 | 1+Body | 0 | 5+Body | - | - -### Juan Romero - -**Gender:** Man He/Him -**Race:** Latino -**Age:** 26 -**Religion:** Satanist -**Occupation:** Computer Programmer -**Goals:** Be the greatest hacker -**Values:** Competition, Creativity, Leisure - -**Attributes** -Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | 0 || Body | 0 || Charisma | -1 || Intuition | +1 -Logic | +2 || Manipulation | -1 || Perception | +1 || Psyche | 0 - -**Skills** -Skill | Lvl ---- | :---: -Awareness | 1 -Craft | 2 -Deception | 1 -Electronics | 3 -Humanities | 1 -Investigate | 2 -Negotiation | 1 -Physics | 1 -Security | 2 -Stealth | 1 - -**Perks** -Fake ID, Contact - -**Wound Levels** -Flesh 3, Deep 6, Death 12 - -**Movement** -Walk 10, Run 15, Sprint 30 - -**Equipment** -Smart Phone, Laptop, Electronics and mechanical tool kits, Drone, Throat/eat -comm set. - -### Keyanna Smith - -**Gender:** Woman She/Her -**Race:** Black -**Age:** 24 -**Religion:** Non practicing christan -**Occupation:** Forest Ranger -**Goals:** Resolve guilt -**Values:** Power, Friendship, Autonomy - -**Attributes** -Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | +1 || Body | +1 || Charisma | -1 || Intuition | 0 -Logic | 0 || Manipulation | -1 || Perception | +2 || Psyche | 0 - -**Skills** -Skill | Lvl ---- | :---: -Athletics | 1 -Awareness | 3 -Defense | 1 -Firearms | 2 -Medicine | 1 -Pilot | 1 -Stealth | 1 -Survival | 2 -Unarmed | 1 -Wrangle | 2 - -**Perks** -Strong Immune System, Sense of Direction 2D - -**Wound Levels** -Flesh 3, Deep 6, Death 12 - -**Movement** -Walk 10, Run 20, Sprint 35 - -**Equipment** -patrol vehicle, comm gear, flashlight, restraints, Flairs, medical kit, -Binoculars, Flare x10, Gogles, Survival Kit, Tent - -Weapon | DM | ACC | Range | Mag | Traits ---- | :---: | :---: | :---: | :---: | :---: -Assult Rifle | 5 | 0 | 60 | 30 | RoF +3 -Knife | 1+Body | 0 | 5+Body | - | - -### Maia Ngyun - -**Gender:** Woman She/Her -**Race:** East Asian -**Age:** 16 -**Religion:** Questioning aethist -**Occupation:** Scavenger -**Goals:** Explore the unexplored -**Values:** Advenutre, Autonomy, Alone time - -**Attributes** -Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | +2 || Body | 0 || Charisma | -1 || Intuition | 0 -Logic | +1 || Manipulation | 0 || Perception | +1 || Psyche | -1 - -**Skills** -Skill | Lvl ---- | :---: -Athletics | 1 -Awareness | 2 -Defense | 2 -Electronics | 3 -Firearms | 1 -Geoscience | 1 -Medicine | 1 -Melee | 1 -Stealth | 2 -Survival | 1 - -**Perks** -Animal Companion(Dog, basic intelligence), Language - -**Wound Levels** -Flesh 3/4, Deep 6/7, Death 12/13 - -**Movement** -Walk 10, Run 15, Sprint 30 - -**Equipment** -Pickup truck, Comm gear, Flashlight, Restraints, Metal Detector, Leather -Jacket(+1) - -Weapon | DM | ACC | Range | Mag | Traits ---- | :---: | :---: | :---: | :---: | :---: -Police Taser | 1 | 0 | 1 | 2 | Stun -Knife | 1+Body | 0 | 5+Body | - | - -**Dog** -Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | +2 || Manipulation | +2 || Instinct | +2 || -Perception | +2 || Body | +1 || Psyche | +1 - -### Aferin Guli - -**Gender:** Enby she/her -**Race:** Middle Eastern -**Age:** 35 -**Religion:** Islam -**Occupation:** Radio Host -**Goals:** Make the world safer -**Values:** Family, Integrity, Social Justice - -**Attributes** -Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value ---- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: -Agility | -1 || Body | -1 || Charisma | +2 || Intuition | 0 -Logic | 0 || Manipulation | +1 || Perception | +1 || Psyche | 0 - -**Skills** -Skill | Lvl ---- | :---: -Awareness | 1 -Deception | 2 -Defense | 1 -Insight | 1 -Investigation | 2 -Medicine | 1 -Negotiation | 2 -Performance | 3 -Streetwise | 1 -Unarmed | 1 - -**Perks** -Famous 3, Language(Kurdish, Spanish) - -**Wound Levels** -Flesh 2, Deep 4, Death 8 - -**Movement** -Walk 10, Run 15, Sprint 25 - -**Equipment** - -## Downtime and Experience -Characters gain 1 xp at the end of each session and an additional 1 at the end -of an arc. - -In between sessions PCs go about their day to day lives, take time to recover, -and prepare for things to come. This is where PCs will spend their experience -points. - -+ Acquire -+ Long term project -+ Make things -+ Train - -### Acquire -The character can set up favors to temporarily gain the benefits of one of the -following: - -+ A special item -+ An ally -+ A vehicle -+ A service - -### Long Term Project -Long term projects cover a verity of activities, such as starting/improving a -food forest, establishing someone's trust, making a new friend, doing research -on a target, etc. - -Based on the project, the GM will set the cost for the activity. - -Project | Cost ---- | :---: -Food forest | 4 -Establish trust | 3 -New friend | 2 - -### Make Things -Characters with the right skills can often produce items and goods themselves, -which reduces the cost to buy and item by 1. The character will have to make a -TN 4 craft test. Obviously only items that can reasonably be crafted in a week -can be made, anything longer than that is better modeled with long term project -event. A failed test leaves the project unfinished and a fumble destroys the -project, and the player will have to acquire new components to try again. - -### Train -Most players will want to improve their character's abilities ether by -improving their skills or attributes. Most perks can aquired and flaws paid off -during downtime, however it might be worth checking with the GM first.